/Engine/Source/Runtime/Engine/Classes/Engine/World.h
In a standalone game, generally only a single World exists except during seamless area transitions when both a destination and current world exists. In the editor many Worlds exist: The level being edited, each PIE instance, each editor tool which has an interactive rendered viewport, and many more.
class UWorld : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FNetworkNotify](API\Runtime\Engine\Engine\FNetworkNotify)
TArray<TObject...
ActiveGroupActors
Group actors currently "active".
TArray<TShared...
AsyncPreRegisterDDCRequests
List of DDC async requests we need to wait on before we register components. Game thread only.
FAudioDeviceHan...
AudioDeviceHandle
Handle to the active audio device for this world.
double
AudioTimeSeconds
Time in seconds since level began play, but IS paused when the game is paused, and IS NOT dilated/clamped.
TArray< classA...
AudioVolumes
Set of AudioVolumes sorted by
uint8: 1
bActorsInitialized
Whether actors have been initialized for play
uint8: 1
bAggressiveLOD
Frame rate is well below DesiredFrameRate, so make LOD more aggressive
uint8: 1
bAllowAudioPlayback
Indicates this scene always allows audio playback.
uint8: 1
bAreConstraintsDirty
Keeps track whether actors moved via PostEditMove and therefore constraint syncup should be performed.
uint8: 1
bBegunPlay
Whether BeginPlay has been called on actors
uint8: 1
bCreateRenderStateForHiddenComponentsWithCollsion
If TRUE, 'hidden' components will still create render proxy, so can draw info (seeUSceneComponent::ShouldRender)
bool
bDebugDrawAllTraceTags
When set to true, all scene queries will be drawn
uint8:  1
bDebugFrameStepExecutedThisFrame
Indicates that a single frame advance happened this frame.
uint8: 1
bDebugFrameStepExecution
When set, will tell us to pause simulation after one tick.
uint8: 1
bDebugPauseExecution
Kismet debugging flags - they can be only editor only, but they're uint32, so it doesn't make much difference.
uint8: 1
bDoDelayedUpdateCullDistanceVolumes
True we want to execute a call to UpdateCulledTriggerVolumes during Tick
uint8: 1
bDropDetail
Frame rate is below DesiredFrameRate, so drop high detail actors
uint8: 1
bEnableTraceCollision
This is special flag to enable collision by default for components that are not Volume currently only used by editor level viewport world, and do not use this for in-game scene
uint8: 1
bForceUseMovementComponentInNonGameWorld
Special flag to enable movement component in non game worlds (seeUMovementComponent::OnRegister)
uint8: 1
bInTick
Whether we are in the middle of ticking actors/components or not
uint8: 1
bIsBuilt
Whether we have already built the collision tree or not
uint8: 1
bIsCameraMoveableWhenPaused
When set, camera is potentially moveable even when paused
uint8: 1
bIsDefaultLevel
That map is default map or not
uint8: 1
bIsLevelStreamingFrozen
Is level streaming currently frozen?
uint8: 1
bIsNameStableForNetworking
If True, overloaded method IsNameStableForNetworking will always return true.
uint8: 1
bIsRunningConstructionScript
If true this world is in the process of running the construction script for an actor
uint8: 1
bIsTearingDown
Is the world being torn down
uint8: 1
bIsWorldInitialized
Whether world object has been initialized via Init and has not yet had CleanupWorld called
uint8: 1
bKismetScriptError
This is a bool that indicates that one or more blueprints in the level (blueprint instances, level script, etc) have compile errors that could not be automatically resolved.
uint8: 1
bMatchStarted
Whether the match has been started
uint8: 1
bPlayersOnly
When ticking the world, only update players.
uint8: 1
bPlayersOnlyPending
Indicates that at the end the frame bPlayersOnly will be set to true.
uint8: 1
bPostTickComponentUpdate
Indicates that during world ticking we are doing the final component update of dirty components (after PostAsyncWork and effect physics scene has run.
uint8:  1
bPurgedScene
Indicates that the renderer scene for this editor world was purged while Play-in-Editor.
uint8: 1
bRequestedBlockOnAsyncLoading
Whether it was requested that the engine bring up a loading screen and block on async loading.
uint8: 1
bShouldSimulatePhysics
If true this world will tick physics to simulate.
uint8: 1
bStartup
Is the world in its actor initialization phase.
uint8: 1
bTickNewlySpawned
We are in the middle of actor ticking, so add tasks for newly spawned actors
uint8:  1
bToggledBetweenPIEandSIEThisFrame
Indicates that toggling between Play-in-Editor and Simulate-in-Editor happened this frame.
uint8: 1
bTriggerPostLoadMap
Triggers a call to PostLoadMap() the next Tick, turns off loading movie if LoadMap() has been called.
uint8: 1
bWorldWasLoadedThisTick
Set for one tick after completely loading and initializing a new world (regardless of whether it's LoadMap() or seamless travel)
TArray<FWorldC...
CachedViewInfoRenderedLastFrame
Cached view information from the last rendered frame.
FName
CommittedPersistentLevelName
Name of persistent level if we've loaded levels viaCommitMapChange()that aren't normally in the StreamingLevels array (to inform newly joining clients)
TObjectPtr< cla...
ContentBundleManager
FName
DebugDrawTraceTag
When non-'None', all line traces where the TraceTag match this will be drawn
TSharedPtr<FPh...
DefaultPhysicsScene_Chaos
Default global physics scene.
float
DeltaRealTimeSeconds
Frame delta time in seconds with no adjustment for time dilation.
float
DeltaTimeSeconds
Frame delta time in seconds adjusted by e.g. time dilation.
TArray<FLevelV...
EditorViews
Saved editor viewport states - one for each view type.
FEndPhysicsTick...
EndPhysicsTickFunction
Tick function for ending physics
TArray<TObject...
ExtraReferencedObjects
Array of any additional objects that need to be referenced by this world, to make sure they aren't GC'd
EFlushLevelStre...
FlushLevelStreamingType
Whether we flushing level streaming state
TObjectPtr< cla...
ForegroundLineBatcher
Foreground Line Batchers. This can't be Persistent.
FFXSystemInterf...
FXSystem
Interface to the FX system managing particles and related effects for this world.
FOnGameStateSet...
GameStateSetEvent
Called whenever the gamestate is set on the world.
FHierarchicalLO...
HierarchicalLODBuilder
Hierarchical LOD System.
double
LastRenderTime
WorldTimeSeconds when this world was last rendered.
double
LastTimeUnbuiltLightingWasEncountered
Time inFPlatformTime::Secondsunbuilt time was last encountered.
TArray<TObject...
Layers
List of all the layers referenced by the world's actors
TObjectPtr< cla...
LineBatcher
Line Batchers. All lines to be drawn in the world.
uint32
LWILastAssignedUID
Tracks the last assigned unique id for light weight instances in this world.
TObjectPtr< cla...
MyParticleEventManager
Particle event manager
TObjectPtr< cla...
NetDriver
The NAME_GameNetDriver game connection(s) for client/server communication
TObjectPtr< cla...
NetworkManager
Instance of this world's game-specific networking management
float
NextSwitchCountdown
Amount of time to wait before traveling to next map, gives clients time to receive final RPCs
TEnumAsByte< ET...
NextTravelType
The type of travel to perform next when doing a server travel
FString
NextURL
The URL to be used for the upcoming server travel
uint32
NumLightingUnbuiltObjects
This is a int on the level which is set when a light that needs to have lighting rebuilt is moved.
int32
NumTextureStreamingDirtyResources
Num of resources that have changed since the last texture streaming build. Updated in map check.
int32
NumTextureStreamingUnbuiltComponents
Num of components missing valid texture streaming data. Updated in map check.
uint32
NumUnbuiltReflectionCaptures
FOnWorldInitial...
OnActorsInitialized
FOnBeginPostPro...
OnBeginPostProcessSettings
FOnWorldBeginPl...
OnWorldBeginPlay
FOnMatchStartin...
OnWorldMatchStarting
FName
OriginalWorldName
Original World Name before PostLoad rename. Used to get external actors on disk.
FIntVector
OriginLocation
Current location of this world origin
FVector
OriginOffsetThisFrame
World origin offset value. Non-zero only for a single frame when origin is rebased
FParticlePerfSt...
ParticlePerfStats
Tracking for VFX cost for this world.
double
PauseDelay
Time at which to start pause
FWorldInGamePer...
PerfTrackers
Experimental: In game performance tracking.
TArray<TObject...
PerModuleDataObjects
External modules can have additional data associated with thisUWorld.
TObjectPtr< cla...
PersistentLevel
Persistent level containing the world info, default brush and actors spawned during gameplay among other things
TObjectPtr< cla...
PersistentLineBatcher
Persistent Line Batchers. They don't get flushed every frame.
TObjectPtr< cla...
PhysicsCollisionHandler
Instance of this world's game-specific physics collision handler
TObjectPtr< cla...
PhysicsField
Physics Field component.
TSharedPtr<FPh...
PhysicsScene_Chaos
Note that this should be merged with PhysScene going forward but is needed for now.
int32
PlayerNum
Counter for allocating game- unique controller player numbers
TArray<IInterf...
PostProcessVolumes
An array of post processing volumes, sorted in ascending order of priority.
TArray<FName>
PreparingLevelNames
Array of levels that were loaded into this map viaPrepareMapChange()/CommitMapChange()(to inform newly joining clients)
double
RealTimeSeconds
Time in seconds since level began play, but IS NOT paused when the game is paused, and IS NOT dilated/clamped.
FIntVector
RequestedOriginLocation
Requested new world origin location
FSceneInterface...
Scene
The interface to the scene manager for this world.
FStartPhysicsTi...
StartPhysicsTickFunction
Tick function for starting physics
FString
StreamingLevelsPrefix
Prefix we used to rename streaming levels, non empty in PIE and standalone preview
int32
StreamingVolumeUpdateDelay
Number of frames to delay Streaming Volume updating, useful if you preload a bunch of levels but the camera hasn't caught up yet (INDEX_NONE for infinite)
TObjectPtr< cla...
ThumbnailInfo
Information for thumbnail rendering
TEnumAsByte< ET...
TickGroup
The current ticking group
FTickTaskLevel ...
TickTaskLevel
Data structures for holding the tick functions that are associated with the world (line batcher, etc)
double
TimeSeconds
Time in seconds since level began play, but IS paused when the game is paused, and IS dilated/clamped.
double
UnpausedTimeSeconds
Time in seconds since level began play, but IS NOT paused when the game is paused, and IS dilated/clamped.
FURL
URL
The URL that was used when loading this World.
TArray< FVector...
ViewLocationsRenderedLastFrame
View locations rendered in the previous frame, if any.
TObjectPtr< cla...
WorldComposition
All levels information from which our world is composed
TEnumAsByte<EW...
WorldType
The type of world this is.